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[Freeciv-Dev] Re: (PR#5122) Building requirement for techs
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[Freeciv-Dev] Re: (PR#5122) Building requirement for techs

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To: remi.bonnet@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#5122) Building requirement for techs
From: "Michael Mielke" <michael@xxxxxxxxx>
Date: Sun, 17 Aug 2003 15:13:01 -0700
Reply-to: rt@xxxxxxxxxxxxxx

On Sun, 17 Aug 2003, remi.bonnet@xxxxxxxxxxx wrote:

> >
> >
> >I do not understand the usefulness of bldg_req_penalty. Please explain.
> >
> >  - Per
> >
> 
> Smallpox can build one improvement to get access to one tech. This 
> option avoid this. (I want the Middle-Earth modpack be a Largpox game). 
> This is also more realistic that cities that have never see water (don't 
> have an harbour) get a penalty for researching navigation (The same 
> happens for Ring Making and Forges)

Why would we need to require building an improvement?  Building 
improvements should only be done when necessary, otherwise, I am afraid 
you are overdoing this.

-- 
Michael Mielke <michael@xxxxxxxxx>
http://www.mielke.cc/~michael/




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